Описание
### **Enhanced Hordes**
_Ping @nojustgavin in the linked Discord for help related to Enhanced Hordes_
Enhanced Hordes allows Zombies to climb one another to reach you, Skeletons to avoid shooting each other, and Iron Golems to deal with the new hordes.
**Zombies**
- Can climb each other. You aren't safe just because you're higher up.
- Can dig for other zombies in the ground. Simply damage them once to prevent them from multiplying.
- Spread fire to each other when they touch if one is already burning. A single spark can ignite an entire horde. They also move faster when ignited.
- When large hordes group up, they can break down walls. A warning will appear when your walls start rumbling before they break in.
**Intelligent Mobs**
- Skeletons put away their bows when other skeletons are nearby.
- Skeletons also put away their bows* when you come too close.
- Skeletons dash away after they punch you and equip their bows again.
- Piglins equip their sword when an enemy is close and equip their crossbow when an enemy is far.
- Zombie Piglins retain a small piece of their intelligence and attempt to use their crossbow when you are far but aren't very accurate.
- Skeletons can no longer attack other skeletons and Piglins can no longer attack other Piglins.
*Unless it's enchanted or special in any way.
**Other Mobs**
- Slimes can stack and spread fire to one another just like Zombies.
- Iron Golems can hit multiple enemies at once with one swing.
- Iron Golems are immune to fire when they are not standing directly in a flame or lava.
- Iron Golems are 100% immune to Wither, Poison, and Levitation.
- Iron Golems are resistant to arrows, most bounce off.
- Iron Golems hurry when a Villager is being targeted.
- Iron Golems naturally heal when there is no danger.
- Wither Skeletons that spawn with a bow will use it like a skeleton does.
- Spiders and Cave Spiders can leap towards targets if they are too high to reach.
**Configurability (Datapacks)**
To make any zombie from any mod be able to join a horde, simply add the mob to the "forge:hordes" entity tag.
To make any skeleton or piglin from any mod be able to swap weapons and dash, add the mob to the "forge:intelligent_teams" entity tag or the "forge:intelligent_piglins" tag for Piglins specifically.
Note: all mobs tagged in the intelligent teams tag will not be able to hurt eachother. Same goes for the Piglins tag.
> - "forge:horde_destroyable" block tag controls what blocks a horde can break easily break through.
> - "forge:horde_unbreakable" block tag controls what blocks a horde cannot break.
_Any block which is specified in niether tag will be of normal difficulty to break, as controlled by the HordeSmashingPower gamerule._
> - "forge:hidden_zombie_blocks" block tag controls what blocks zombies can dig more zombies out of. An entity must be a zombie mob in order to dig up more mobs.
> - "forge:horde_grave_robbers" entity tag controls what mobs are allowed to dig themselves up.
> - "forge:leaping_mobs" entity tag controls what mobs are allowed to leap at their targets.
The gamerules HordeStacking, HordeMultiplying, HordeSmashingPower and ironGolemRegenPower also exist, for your convenience.
**FAQ**
**Q: How do I configure the mod?**
A: With datapacks or gamerules. There is no config file, but it is entirely configurable.
**Q: Is this mod compatible with mod X?**
A: Probably. The only known mod to causes issues is Solid Mobs, which removes the function of zombies being able to intersect with one another, which this mod entirely relies on.
**Q: Can I use this in my modpack?**
A: Yes!
**Q: Older version? Other Modloader?**
A: Sorry, no. Please don't ask.
**Q: Newer version?**
A: Eventually.
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